Post by DarkGoten on Aug 5, 2004 20:14:14 GMT -5
allright
you must know the basics of
Forks
Variables
switchs
and lables
part 1 setting up the hp and ki system
A. First of all you will need a hp ki bar you can use this I ripped it from log2.
allright now open idraw and just copy that then open a new file just click ok then past that.
now we are going to make the HP bars
use the first color then replace that color with the green color since we don't want the ki with the HP bars.
now erase 3 blocks of the hp something like this .
..
then save that and do the same till you reach 0 this goes to the same way for Ki bars.
B. Coding HP
Open rm2k3 or rm2k the program you use and go to commen events,Make a new commen event and name it HP
ok we are going to do Goku's hp at level 1.
Think of a number you want to use like 50 or higher or lower but usally dosn't work try 200 that is the number I will be using.
Ok this is my code.
show pic everything full 75X10
Fork if Goku is in party
Fork variable Goku's HP 200 equel
show pic everything full 75X10
els case
fork variable Goku's HP 195 equel
show pic 95% 75X10
els case
Ok you get it you MInus 5 off the Hp and then you go to the next percent down you get it now lets move on to the Ki coding.
C. Coding the your Ki
show pic everything full 75X10
Fork if Goku is in party
Fork variable Goku's KI 75 Equel
show pic everything full 75X10
els case
fork variable Goku's ki 70 Equel
show pic Ki 95% 75X10
els case
Thats it same as HP now lets move on To Ki fire
D. Ki fire
Code
event Ki fire
key entry ??(to the 5 or 6 command)
Fork variable ?? ?(5 or 6)equel
move event To a ki stance
Variable ?? to hero X
Variable ?? to hero Y
Variable ?? to hero direction
event positioning Ki fire by the variables you used for the hero X and heroY
now make a new event name it KI fire leave the first page blank now in the second page have it by a switch name it um Goku shoots ki
have a ki blast or ki ball as the graphic
now in that event this is the code
Fork ??(the variable you used for hero direction)8equel
move event this event begin slipthrough move up move up end slipthrough
end case
Fork ??(the variable you used for hero direction)6quel
move event this event begin slipthrough move right move right end slipthrough
end case
Fork ??(the variable you used for hero direction)2equel
move event this event begin slipthrough move down move down end slipthrough
end case
Fork ??(the variable you used for hero direction)4equel
move event this event begin slipthrough move left move left end slipthrough
end case
oh and have the event conditions
continues
same as normal characters
normal/no steps
5:2Xspeed
That ki fire it works as the same as kamehameha but the kamehameha must be a battle animatons remove the move event and replace it with the direction of the kamehameha wave.
hiting the enemy
Variable ?? sub same as this event X
Variable ?? sub same as this event Y
Variable Xenemy ??(enemy event)X position
Variable Y enemy ??(enemy event)Y position
Variable distanceX sub chng(?? the first variable you used on this page)val
Variable distance x sub chng(enemyX)Variable
fork variable distancex 0less/equel
variable distance x mtp -1
end case
Variable distancey sub chng(enemyy)variable
Variable distancey sub chng(second variable you used on this page)
Fork variable distancey 0less/equel
variable distancey mtp -1
end case
variable distruction sub chng(distancex variable)
variable distruction sub chng(distancey variable)
fork variable distruction 0equel
oh yea this page was set by a switch the switch used to fire ki turn off that switch
flash character whatever color you want for 2 seconds
switch ki fired turn that off
there you go how to set up you hp and ki and how to fire ki
the next tutorial will be on the enemy stats and ki statics.
you must know the basics of
Forks
Variables
switchs
and lables
part 1 setting up the hp and ki system
A. First of all you will need a hp ki bar you can use this I ripped it from log2.
allright now open idraw and just copy that then open a new file just click ok then past that.
now we are going to make the HP bars
use the first color then replace that color with the green color since we don't want the ki with the HP bars.
now erase 3 blocks of the hp something like this .
..
then save that and do the same till you reach 0 this goes to the same way for Ki bars.
B. Coding HP
Open rm2k3 or rm2k the program you use and go to commen events,Make a new commen event and name it HP
ok we are going to do Goku's hp at level 1.
Think of a number you want to use like 50 or higher or lower but usally dosn't work try 200 that is the number I will be using.
Ok this is my code.
show pic everything full 75X10
Fork if Goku is in party
Fork variable Goku's HP 200 equel
show pic everything full 75X10
els case
fork variable Goku's HP 195 equel
show pic 95% 75X10
els case
Ok you get it you MInus 5 off the Hp and then you go to the next percent down you get it now lets move on to the Ki coding.
C. Coding the your Ki
show pic everything full 75X10
Fork if Goku is in party
Fork variable Goku's KI 75 Equel
show pic everything full 75X10
els case
fork variable Goku's ki 70 Equel
show pic Ki 95% 75X10
els case
Thats it same as HP now lets move on To Ki fire
D. Ki fire
Code
event Ki fire
key entry ??(to the 5 or 6 command)
Fork variable ?? ?(5 or 6)equel
move event To a ki stance
Variable ?? to hero X
Variable ?? to hero Y
Variable ?? to hero direction
event positioning Ki fire by the variables you used for the hero X and heroY
now make a new event name it KI fire leave the first page blank now in the second page have it by a switch name it um Goku shoots ki
have a ki blast or ki ball as the graphic
now in that event this is the code
Fork ??(the variable you used for hero direction)8equel
move event this event begin slipthrough move up move up end slipthrough
end case
Fork ??(the variable you used for hero direction)6quel
move event this event begin slipthrough move right move right end slipthrough
end case
Fork ??(the variable you used for hero direction)2equel
move event this event begin slipthrough move down move down end slipthrough
end case
Fork ??(the variable you used for hero direction)4equel
move event this event begin slipthrough move left move left end slipthrough
end case
oh and have the event conditions
continues
same as normal characters
normal/no steps
5:2Xspeed
That ki fire it works as the same as kamehameha but the kamehameha must be a battle animatons remove the move event and replace it with the direction of the kamehameha wave.
hiting the enemy
Variable ?? sub same as this event X
Variable ?? sub same as this event Y
Variable Xenemy ??(enemy event)X position
Variable Y enemy ??(enemy event)Y position
Variable distanceX sub chng(?? the first variable you used on this page)val
Variable distance x sub chng(enemyX)Variable
fork variable distancex 0less/equel
variable distance x mtp -1
end case
Variable distancey sub chng(enemyy)variable
Variable distancey sub chng(second variable you used on this page)
Fork variable distancey 0less/equel
variable distancey mtp -1
end case
variable distruction sub chng(distancex variable)
variable distruction sub chng(distancey variable)
fork variable distruction 0equel
oh yea this page was set by a switch the switch used to fire ki turn off that switch
flash character whatever color you want for 2 seconds
switch ki fired turn that off
there you go how to set up you hp and ki and how to fire ki
the next tutorial will be on the enemy stats and ki statics.